# Path-Tracer **Repository Path**: naiu/Path-Tracer ## Basic Information - **Project Name**: Path-Tracer - **Description**: No description available - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2018-03-29 - **Last Updated**: 2020-12-19 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README Path Tracer ====================== University of Pennsylvania, CIS 561: Advanced Computer Graphics, Course project ------------ Features : ------------ - Normal Map - Diffuse are light, point light, spot light, infinite light(Environment Map) - Different materials (Metal, ChromMirror, glass, plastic, etc.) - Acceleration : BVH / Kd-Tree - Lens-based Camera - Implicit Surface Rendering - Photon Mapper (may take super longer time, but render converges quite well!) - Volume Rendering Rendered Images ------------ - Volume Rendering : Original Photon Mapper render ![](./renders/hw11_100_400SamplesPM.png) thin & thick white fog volume render ![](./renders/hw11_rendered_images7_160000.png) ![](./renders/hw11_rendered_images7_360000.png) final volume render we get ![](./renders/hw11_100_400SamplesPM_thin_fog.jpg) ![](./renders/hw11_100_400SamplesPM_heavy_fog.jpg) - Photon Mapper : Rainbow Box ![](./renders/hw10_61_400SamplePM.png) - Implicit Surface Rendering using Ray-marching ![](./renders/hw9_implicit_surface_62_test8.png) ![](./renders/hw9_implicit_surface_66.png) ![](./renders/hw9_implicit_surface_68_6.png) - Lens-based Camera with Lens Radius = 1.0 , 5.0, 10.0 ![](./renders/hw9_thin_len_60_lensR_1.0_f_30.png) ![](./renders/hw9_thin_len_60_lensR_5.0_f_30.png) ![](./renders/hw9_thin_len_60_lensR_10.0_f_30.png) - Complex model rendered within just few minutes (general <10min depends on your computer)with BVH/Kd-Tree and more the 1 hour at least without it. 900 ssp MIS Glass dragon (around 3min rendering time) / 900 ssp MIS Happy Buddha (around 4min rendering time) ![](./renders/hw8_accel_47_900SampleMIS_8recur.png) ![](./renders/hw8_accel_48_900SampleMIS_8recur.png) - victory pose (Mirror Material) ![](./renders/53_900MIS_5recur.png) - Glass cup and ball (Environment Map) ![](./renders/hw10_69_900SampleMIS.png) - AirJordan Jumpman (Glass Material + Environment Map) ![](./renders/63_4.png) - (This one actually a little bit light / uv problem, but I think it's a cool mistake) ![](./renders/63.png) - Mountains (Texture + Normal Map + Environment Map) ![](./renders/66.png) - Wahoo series ![](./renders/55_2.png) ![](./renders/55.png) - Wahoo's War(several different color point lights) ![](./renders/hw10_66_900SampleMIS.png) - Evil Wahoo..(OK, it's just a light problem, too dark) ![](./renders/54_uvProblem.png) - Normal Map Comparision (left back wall with normal map, right without) ![](./renders/57_100MISWithNormalMap.png) ![](./renders/57_100MIS.png) - TwoLights Cornell Box ![](./renders/52_5Recursion.png) - Veach scene with Naive and direct lighting integrator ![](./renders/5_900Naive_Veach.png) ![](./renders/5_900Direct_Veach.png) - Glass Ball scene ![](./renders/64_eta_1.5.png.png)